﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using PloobsEngine.SceneControl;
using PloobsEngine.Physics;
using PloobsEngine;
using PloobsEngine.Cameras;
using PloobsEngine.Input;
using Microsoft.Xna.Framework;
using PloobsEngine.Physics.Bepu;
using PloobsEngine.Modelo;
using PloobsEngine.Material;
using Microsoft.Xna.Framework.Graphics;
using PloobsEngine.Utils;
using PloobsEngine.Features;
using PloobsEngine.Commands;
using PloobsEngineDemo3;
using PloobsEngine.Light;
using BezierApp;
using Etapa1.BezierExperiments;
using Etapa1.ModelDescription;
using Etapa1.ModelDescription.ModelSamples;

namespace Etapa1.Screens
{
    public class GrassScreen : SceneScreen
    {
        private BepuPhysicWorld physicWorld;
        private BrutalForceWorld mundo;
        private EngineStuff engine;        
        ICamera cam;

        public GrassScreen(EngineStuff es)
        {
            this.engine = es;
            physicWorld = new BepuPhysicWorld();
            mundo = new BrutalForceWorld(physicWorld);                        
            engine.Game.IsFixedTimeStep = true;
        }
        
        public override void LoadContent(EngineStuff es)
        {            
            InputAdvanced inp = new InputAdvanced(engine);
            engine.AddComponent(inp);

            base.LoadContent(es);
            

            {
                Matrix[] world = new Matrix[10 * 10];
                for (int i = 0; i < 10; i++)
                {
                    for (int j = 0; j < 10; j++)
                    {
                        float x, y;
                        x = i * 5;
                        y = j * 5;
                        Matrix m = Matrix.CreateWorld(new Vector3(x, 20, y), Vector3.Right, Vector3.Up);
                        //Matrix m = Matrix.CreateWorld(new Vector3(x, to.Terrain.GetHeight(x, y), y), StaticRandom.RandomDirection(), Vector3.Up);
                        world[i * 10 + j] = m;
                    }
                }
                OrientedPlaneModel bm = new OrientedPlaneModel(ref world, "..\\Content\\Textures\\grama2");
                ProceduralAnimatedBilboardDeferred cb = new ProceduralAnimatedBilboardDeferred();
                cb.Amplitude = 0.3f;
                cb.Scale = new Vector2(5, 5);
                cb.Atenuation = new Vector4(0.4f, 0.4f, 0.4f, 1);
                Material matfor = new Material(cb, MaterialType.DEFERRED);
                IObject obj2 = new SimpleObject(matfor, new DummyPhysicObject(), bm);
                mundo.AddObject(obj2);
            }

            #region Models
            {
                SimpleModel sm = new SimpleModel("..\\Content\\Model\\cenario");
                sm.LoadModelo();
                IPhysicObject pi = new TriangleMeshObject(Vector3.Zero, sm);                
                CustomDeferred shader = new CustomDeferred(false, false, false, false);
                shader.SpecularIntensity = 0;
                shader.SpecularPower = 0;
                shader.Initialize();
                IMaterial mat = new Material(shader);
                IObject obj3 = new SimpleObject(mat, pi, sm);
                mundo.AddObject(obj3);
            }

            
            #endregion            

            cam = new CameraFirstPerson(true);            
            cam.FarPlane = 3000;

            LightThrowBepu lt = new LightThrowBepu(mundo, engine);         

            #region NormalLight
            DirectionalLight ld1 = new DirectionalLight(Vector3.Left, Color.White);
            DirectionalLight ld2 = new DirectionalLight(Vector3.Right, Color.White);
            DirectionalLight ld3 = new DirectionalLight(Vector3.Backward, Color.White);
            DirectionalLight ld4 = new DirectionalLight(Vector3.Forward, Color.White);
            DirectionalLight ld5 = new DirectionalLight(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            mundo.AddLight(ld1);
            mundo.AddLight(ld2);
            mundo.AddLight(ld3);
            mundo.AddLight(ld4);
            mundo.AddLight(ld5);
            #endregion

            ////Criacao de uma Tecnica
            DeferredRenderTechnic dr = new DeferredRenderTechnic(engine);
            
            IRenderTechnic[] rt = new IRenderTechnic[] { dr };
            this.RenderTechnics = rt;
            dr.isDebug = true;
            mundo.AddCamera(cam);
            this.World = mundo;


            Picking pk = new Picking();
            engine.AddComponent(pk);

            PickingParameters pp = new PickingParameters(cam, mundo, MouseButtons.RightButton);
            pp.Method = SegmentInterceptMethod.ALL;
            PickingRedirectorCallbackObserver prc = new PickingRedirectorCallbackObserver();
            prc.redirectPicking += new RedirectPicking(prc_redirectPicking);
            pp.Observers.Add(prc);
            CommandProcessor.getCommandProcessor().SendCommandSyncronous(pp);                  
        }

        RayTestInfo ri = null;
        void prc_redirectPicking(object obj)
        {
            ri = obj as RayTestInfo;
        }



    }
}

